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Hello, I have e small problem regarding tiles. They are all default, I did not mess around with tile editing yet, I'm not a very good painter

I changed the weather in one of my maps to "Sunny with clouds in water". It does what it says, there are clouds in the water. BUT these clouds are also reflected by some other tiles, namely flowers, bushes , parts of houses and so on.

I checked the Block Editor, and it seems to have nothing to do with the behaviour byte, they all have different ones, and some are the same as grass, and grass does not reflect the colouds.

Hello, I have e small problem regarding tiles. They are all default, I did not mess around with tile editing yet, I'm not a very good painter :P

I changed the weather in one of my maps to "Sunny with clouds in water". It does what it says, there are clouds in the water. BUT these clouds are also reflected by some other tiles, namely flowers, bushes , parts of houses and so on.

I checked the Block Editor, and it seems to have nothing to do with the behaviour byte, they all have different ones, and some are the same as grass, and grass does not reflect the colouds.

Where can I find the Team Aqua pre-battle logo that shows up? I can't find it in UNZL.GBA so I can assume it's in Tile Molester.

Professor Birch isn't in UNZL.GBA either, so where can I find him in Tile Molester?

Again, both for Sapphire, thanks in advance.

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I don't know about the Team Aqua Logo but you know NSE 2.X? If not Google it.
Prof. Birch Sprite in Ruby is 39DA00 just uncheck "LZ77 Compressed" checkbox in the NAVIGATE Section. I think it is the same with Sapphire but, why hack Sapphire? There are so lot of resources for Ruby and opposite for Sapphire.

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robin22gongon

Also Known As:The Superbly Awesome Great Dynamic Fantastic Super High Majestic Robin!

I was planning on just using my save file:p. Either way, I will try and give it a look right now.

Edit: So, I am playing with this and I have no idea what it wrong. My best guess, since no matter how much I play with the tiles, is that you forced a secret base open and you are missing the command which allows decorations that use tiles. What I mean, is when I changed the outside staircase, not the one in the basement, into the secret base hole thing that you use secret power on, and then I pack up the base, it doesn't close. I can still enter the base as if I made one, even after I packed it up. I believe it is the initial script which opens the base in the first place that is preventing the decorations from being placed properly.

Edit2: the script which opens a secret base in Sapphire is located at 0x1A2BE1. It uses a lot of specials which we have no clue what they do. Take a look at it.

Okay so I tried to do Jambo51's Overworld Rival Naming ASM Hack. It's about this paragraph he posted:

Quote:

Explanation: It's what it says on the tin, it lets you name your rival from the in game overworld, allowing for Silver like naming, or indeed, any other possibility you can come up with. The rivalname: .word 0x08FFFFFF is for if the player leaves the name box blank. It will fill it with a standard name instead. This standard name is up to you to create. Simply compile a name with XSE, and point that pointer to it.

Now here's the question, how do I compile the names? At what format?

Another question! Is there a way to make a force egg hatching script without glitches?

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LET'S PARTY!

robin22gongon

Also Known As:The Superbly Awesome Great Dynamic Fantastic Super High Majestic Robin!

Originally Posted by robin22gongon
Another question! Is there a way to make a force egg hatching script without glitches?

And another one, would it be possible to port the R/S/E Pokedex to FR? Just the appearance and functions not the main Pokedex content. I'm curious since I discovered that the Ruins of Alph was ported to FR so I thought it would be possible to do the same with a Pokedex.

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LET'S PARTY!

robin22gongon

Also Known As:The Superbly Awesome Great Dynamic Fantastic Super High Majestic Robin!

And another one, would it be possible to port the R/S/E Pokedex to FR? Just the appearance and functions not the main Pokedex content. I'm curious since I discovered that the Ruins of Alph was ported to FR so I thought it would be possible to do the same with a Pokedex.

special 0xc2 hatches an egg in your party, and hatches it to the Pokémon in the slot defined by the variable 0x8004. This special affects non-eggs too: it will reset them to level 5, make them have no evs, and changes the met location.

Hmm, it seems that no matter what map I use, giving any map the tilesets of 14(1), 45(2), and dimensions of 17 width and 9 height will always make that map crash. It isn't just May's house, it seems anything I try it with crashes.

Hmm, it seems that no matter what map I use, giving any map the tilesets of 14(1), 45(2), and dimensions of 17 width and 9 height will always make that map crash. It isn't just May's house, it seems anything I try it with crashes.

That is strange... But any other dimension works fine? Just make the width one more and see what happens, as then you can just leave the extra space blank, but it shouldn't be happening anyway...

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Man of SteelHe harbors no shameGot cut a raw dealBut he holds no blameGone and forgot to feelNumb for pretentious painAs he spins the wheelThere's no loss nor no gain...Nerves of SteelHe must remainEven if it killsTo remember my nameA view to a thrillLike Campari and ChampagneI'm on the rocksPlease tell me, What Is My Name?

Good point. I tested that tileset on a large map that I no longer use, and began to shrink it. It still worked with a dimension of 20 width and 10 height. Then it crashed when I tried to give it 17 width and 9 height. So I can still have a bigger map. As long as it looks the same, there won't be a difference. I'm just curious as to why that specific tileset crashes on certain dimensions. It's not even a size issue, it still works with larger dimensions! Anyone else tried this?

Good point. I tested that tileset on a large map that I no longer use, and began to shrink it. It still worked with a dimension of 20 width and 10 height. Then it crashed when I tried to give it 17 width and 9 height. So I can still have a bigger map. As long as it looks the same, there won't be a difference. I'm just curious as to why that specific tileset crashes on certain dimensions. It's not even a size issue, it still works with larger dimensions! Anyone else tried this?

All the ROM's I used I remember never crashed for May's Room and the like at the default dimension (assuming by default it is 17x9), so it could be the ROM I guess, or something you did. Though, it is strange...

__________________

Man of SteelHe harbors no shameGot cut a raw dealBut he holds no blameGone and forgot to feelNumb for pretentious painAs he spins the wheelThere's no loss nor no gain...Nerves of SteelHe must remainEven if it killsTo remember my nameA view to a thrillLike Campari and ChampagneI'm on the rocksPlease tell me, What Is My Name?

Actually, May's house has a default dimension of 11 width, 9 height. I expanded the room just as I had Brandan's then gave it the tileset of 14 and 45. Brendan's room didn't crash at expanding it, but then again I kept it's tileset of 14, 40. Like I said, I've tested this on different maps, so it seems the problem lies with the tileset, not the specific map.

Actually, May's house has a default dimension of 11 width, 9 height. I expanded the room just as I had Brandan's then gave it the tileset of 14 and 45. Brendan's room didn't crash at expanding it, but then again I kept it's tileset of 14, 40. Like I said, I've tested this on different maps, so it seems the problem lies with the tileset, not the specific map.

Interesting,I will try it on one of my ROM's and report back and see if it crashes.

EDIT: That is so interesting, I see exactly what you mean. I think the only course is to make the dimensions bigger and fill with blank space.

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Man of SteelHe harbors no shameGot cut a raw dealBut he holds no blameGone and forgot to feelNumb for pretentious painAs he spins the wheelThere's no loss nor no gain...Nerves of SteelHe must remainEven if it killsTo remember my nameA view to a thrillLike Campari and ChampagneI'm on the rocksPlease tell me, What Is My Name?

That's the weird part though. The problem isn't in just that map, it's in any of them. It isn't even about expanding, since the maps can work with bigger dimensions. As Banjora Marxvile pointed out, the unneeded space can be filled with the same tiles as the border, and it won't look any different. Thanks to that, it's not causing any problems. But it's certainly strange that it crashes with only certain dimensions, yet won't have a problem with bigger ones so the problem lies with that tileset, not expanding.

That's the weird part though. The problem isn't in just that map, it's in any of them. It isn't even about expanding, since the maps can work with bigger dimensions. As Banjora Marxvile pointed out, the unneeded space can be filled with the same tiles as the border, and it won't look any different. Thanks to that, it's not causing any problems. But it's certainly strange that it crashes with only certain dimensions, yet won't have a problem with bigger ones so the problem lies with that tileset, not expanding.

I'm having some trouble in Advanced Pallet Editor (APE). I've been following Khaos Knight's tutorial on how to hack the emerald title screen, and everything was going smooth up until it was time to change the pallet. When I import my pallet, it says "Invalid Pallet" or something along those lines. When I try again it appears to load the pallet but says "Runtime Error 13" and then crashes. Any adive?

when you get the error message you should notice the palette is loaded in the boxes (below the error message)

simply screenshot that, or write down the values for each color.

then reopen the APE and manually type in each Value...

yes, time consuming and annoying... but it works.

Not if the .pal is 256 colors. You can index your image down to 16 colors, then increase the color depth to 256 and export. Then when you import the palette in APE it will load correctly. No need to do any manual copying

Hey guys! I tried putting the offsets I found here at the FontGFX and Font Width Part of the Pokeroms.ini of Fonted but it gives me "Run-time error '380': Invalid property value". Any idea on how to fix this?

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robin22gongon

Also Known As:The Superbly Awesome Great Dynamic Fantastic Super High Majestic Robin!

Hey guys! I tried putting the offsets I found here at the FontGFX and Font Width Part of the Pokeroms.ini of Fonted but it gives me "Run-time error '380': Invalid property value". Any idea on how to fix this?

Well, there could be many reasons behind the error. But, it sounds like this is just a typical error behind the program not recognizing a value due to the format it's being written at.

If you're using hexadecimal numbers to mark the addresses, the prefix of the values could for example be one of these: "$", "0x", "x", or, the value might not need a prefix at all. It all depends on how the programmer of the tool wanted to create it. Also, the ini-file might also not be able to deal with hexadecimal at all, and you'd have to convert the values into decimal first to be able to load data at those addresses (or the other way around).

On the other hand, by what I picked up from diego's thread there, editing the font can be achieved really easily just by using Tile Molester (although it may not sound like that because you can't see images of the process there), so you don't really even need this additional font editing tool for the job.

Pretty much everytime the graphics aren't compressed (just like you can compress data inside zip-archives, graphics data can also be compressed inside the rom with a certain compression routine, to make the images/sprites fit in smaller space), you can edit them with a tile layer editor, like Tile Molester, without having an additional program "making the job easier".

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